Baking Normal Maps?

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Hi, I'm new to texture baking in Houdini. So I tried it on the test_geometry using Bake_Texture. But I got an error which state the geometry has “shop_materialpath” primitive attribute. Unable to Assign Bake Shader.

After I delete the shop network, then I'm able to use the Bake Shader. But I'm not sure why my colour output is green and my tangent-space normal is plain.

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Just a student learning Houdini
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I don't know why you're getting green in C.

But your tangent normal map will look very boring (flat) unless the rendered surface's normals are different than the geometry's normals. If they are exactly the same, you get the flat purple look (0.5, 0.5, 1.0) - in other words, no change to the surface normal. If the rendered normals are different, either because there's a bump or normal map in the material, or you're baking from high-res to low-res geometry, then you'll get a much more interesting tangent normal map.
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I remember someone telling me that the green in C shows no errors. If you spot red areas you know something is wrong on the mesh.

I might be wrong.
Werner Ziemerink
Head of 3D
www.luma.co.za
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